It's fast becoming a GameSpot tradition: I see a Gran Turismo game, I write way too much about it. That's just the way it is, okay? Just let me get it out of my system and I'll be fine.
So, hot on the heels of my hands-on look at GT 5 Prologue comes this set of random thoughts, thunk while happily turning lap after lap at Suzuka in both the racing cabinet version of the game and the standard Sixaxis-controlled version:
- I don't know how the game organizes races. In the 16-player races it seems like some races featured a variety of cars, and others features cars of a single make. For instance, when racing in a Ferrari 430, I could have sworn I was going up against a bunch of different models. However, when I started a race in a Lotus Elise, I was faced with a bunch of Elises.
- A Ford Mustang GT '07 with "professional" physics, zero traction or stability control is a tough car to drive. In fact, I can't even imagine how a car that's that tough to manuever in real life could even be considered street legal.
- Yes, it was a work-in-progress build of the game, but I'm really hoping the sometimes-jittery graphics I saw in the 16-player races gets fixed up.
- The race seats on-hand were prejudiced against... ahem... big-boned folks. I could barely squeeze by doughy butt in that tight little seat; I can't imagine how some of my Teutonic colleagues managed to get in there.
- I forgot to mention this in the preview, but the front-end of GT5 Prologue featured a high-res model of the current car you selected, as well as a calendar showing the current date, a map of the world with major world metropolitans such as Los Angeles, NYC, and Tokyo highlighted, and a weather forecast for various spots on the globe. Not sure what to make of it, but it seems a safe bet it could be a sneak peek of the interface that Gran Turismo 5 will utilize.
- Things That Were Awesome: the handling of the Audi R8; the hollow roar of the Tuscan's Speed Six engine (and the beastly howl of the Mustang, for that matter; the gorgeous interior cockpit of the Ferrari F430; the long back straight of Suzuka leading into the tight right-left turns of 15 and 16.
- Things That Puzzled Me: the continuing lack of a damage model; the lackluster rumble in the wheel-based version of the game; the fact that you couldn't take Suzuka's turn 8 nearly flat out like you can in Forza 2; the curious and troubling absence of Yugo-model cars in Gran Turismo games. Okay, not so much the last one.
Okay, it's late and I've got a long day ahead of me. Off to bed I go, likely to dream of whirring engines and smoking tires as soon as my head hits the pillow...
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